Patch 4.3.2 - PTR Build 15176 - Spell Changes

We have our spell changes from the latest PTR build up. We've merged them with the past ones from last week, so you can see all the spell changes that are on the PTR so far. Besides the TCG items, there are no new items so far, but these are significant spell changes. The biggest are actually under NPC changes, where you can see Dragon Soul is in for some huge nerfs come 4.3.2.

: When you critically hit with your Multi-Shot your next Multi-Shot's focus cost will beMulti-Shot, the focus cost of Multi-Shot is reduced by 25% for 5 sec.

Bombardment: When you critically hit with your Multi-Shot your next Multi-Shot's focus cost will beMulti-Shot, the focus cost of Multi-Shot is reduced by 50% for 5 sec.

: You have a 50% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilitiesExplosive Shots to cost no Focus and trigger no cooldown. Effect lasts for 12 sec.

: You have a 100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilitiesExplosive Shots to cost no focus and trigger no cooldown. Effect lasts for 12 sec.

Holy Radiance: Imbues a friendly target with radiant energy, healing that target and all allies within 10 yards for 2623 to 3205 and another 493 every 1 sec for 3 sec. Healing effectiveness diminishes for each player target beyond 6. Mana cost increased from 35% to 40%.

: Grabs nearby enemies, inflicting 5687 to 73122625 to 3375 Fire damage and sticking them to Deathwing's back, reducing their move speed by 35%. While stuck, enemies cannot be flung off Deathwing's back.

: Grabs nearby enemies, inflicting 10500 to 135005250 to 6750 Fire damage and sticking them to Deathwing's back, reducing their move speed by 50%35%. While stuck, enemies cannot be flung off Deathwing's back.

: Grabs nearby enemies, inflicting 11375 to 146255250 to 6750 Fire damage and sticking them to Deathwing's back, reducing their move speed by 50%35%. While stuck, enemies cannot be flung off Deathwing's back.

Ice Wave: Deals 190000 to 210000 Frost damage to all enemies within 63 yards and increases their Frost damage taken by 50% for 2 sec.

Mind Flay: Inflicts Shadow damage to an enemy and reduces its movement speed for 3 sec.

Mind Flay: Inflicts Shadow damage to an enemy and reduces its movement speed for 3 sec.

Nuclear Blast: The superheated nucleus of the Amalgamation triggers a massive explosion, inflicting 350625 to 399375 Fire damage to targets within 108 yds. This blast is powerful enough to pry up one of Deathwing's Elementium plates if it is within range.

Obsidian Essence: Increases the damage dealt by all allies within 300 yards by 10% for 20 sec.

: Targets in a cone in front of the caster take 33425 to 36575 Shadow damage and an additional 74000 to 8600055500 to 64500 Fire damage over 8 sec.6 sec.

: Targets in a cone in front of the caster take 33425 to 36575 Shadow damage and an additional 55500 to 6450041625 to 48375 Shadow damage over 8 sec.6 sec.

Stomp: Splits 750000 damage between all targets within 25 yards. The two targets closest to MorchokMorchok's current target and their closest ally will take a double portion of the damage.

: Splits 2300000 to 2700000 damage between all targets within 25 yards. The two targets closest to MorchokMorchok's current target and their closest ally will take a double portion of the damage.

: Splits 750000 damage between all targets within 25 yards. The two targets closest to MorchokMorchok's current target and their closest ally will take a double portion of the damage.

: Splits 2000000 damage between all targets within 25 yards. The two targets closest to MorchokMorchok's current target and their closest ally will take a double portion of the damage.

: Deals 300000280000 Shadow damage to players within 5 yards of the point of impact and increases their Shadow damage taken by 50% for 15 sec, stacking. If no players are struck, the Skyfire instead suffers the full brunt.

: Deals 300000280000 Shadow damage to players within 5 yards of the point of impact and increases their Shadow damage taken by 50% for 6 sec, stacking. If no players are struck, the Skyfire instead suffers the full brunt.

Twilight Corruption: Deals 56550 to 6345028275 to 31725 Shadow damage to all enemies in an area around the caster and increases energy by 34.

Fel Lightning: Strikes an enemy with a blast of lightning that inflicts 13875 to 161259250 to 10750 Fire damage. The bolt will arc to additional nearby enemies, inflicting 50% more Fire damage to each successive target.

: You have a chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilitiesExplosive Shots to cost no Focus and trigger no cooldown. Effect lasts for 12 sec.

Mass Dispel: Dispels magic in a 15 yard radius, removing 1 harmful spells from each friendly target and 1 beneficial spells from each enemy target. Affects a maximum of 100 friendly targets and 100 enemy targets. This dispel is potent enough to remove Magic effects that are normally undispellable.

Mass Dispel: Dispels magic in a 15 yard radius, removing 1 harmful spells from each friendly target and 1 beneficial spells from each enemy target. Affects a maximum of 100 friendly targets and 100 enemy targets. This dispel is potent enough to remove Magic effects that are normally undispellable.

Mass Dispel: Dispels magic in a 15 yard radius, removing 1 harmful spells from each friendly target and 1 beneficial spells from each enemy target. Affects a maximum of 100 friendly targets and 100 enemy targets. This dispel is potent enough to remove Magic effects that are normally undispellable.

: The Eye of Go'rath casts its Shadowy Gaze at a random player, inflicting 25900 to 30100 Shadow damage.23310 to 27090 Shadow damage.

Shadowflame: Targets in a cone in front of the caster take 33425 to 36575 Shadow damage and an additional 74000 to 8600055500 to 64500 Shadow damage over 8 sec.6 sec.

Shadowflame: Targets in a cone in front of the caster take 33425 to 36575 Shadow damage and an additional 74000 to 8600055500 to 64500 Fire damage over 8 sec.6 sec.

Shadows of Hakkar: Strikes an enemy with Shadow energy that jumps to another nearby enemy, inflicting 146250 to 15375097500 to 102500 Shadow damage. The spell affects up to 10 targets.

Soulstone: Creates a Soulstone. When cast on live targets, the soul of the target is stored and they will be able to resurrect upon death. If cast on a dead target, they are instantly resurrected. Targets ressurect with 30% health and 30% mana.

Comments

Comment by aekaras15

on 2012-01-10T14:25:29-06:00

nerfbat for fire mage i see!

Comment by fylem

on 2012-01-10T14:26:57-06:00

Holy Radiance: Imbues a friendly target with radiant energy, healing that target and all allies within 10 yards for 2623 to 3205 and another 493 every 1 sec for 3 sec. Healing effectiveness diminishes for each player target beyond 6. Mana cost increased from 35% to 40%.

Nice work Blizzard by nerfing more Holy Paladin. After casting one Holy Radiance, its time to Mana Break!

Comment by ThaKeeper

on 2012-01-10T14:29:10-06:00

Why would they nerf fire mages after buffing them? I could finally get some good dps and now they nerf it? Bull%^&*.

Comment by SainType

on 2012-01-10T14:29:36-06:00

Wowhead team should probably look at some of those NPC/uncategorized, as those are some pretty substantial nerfs to the Dragon Soul encounter.

Also,

Fire mages: A minor nerf. Cry less.Pallies: HR became ridiculously overpowered. You should have anticipated the nerf, and dried your tears already.

Comment by Marrenus

on 2012-01-10T14:37:07-06:00

Fire nerf, while disappointing, is still not a deal breaker. Fire >>> Arcane either way. Screw min-maxers.

Hpaladin nerf? I'm still waiting for "Paladins can no longer cry on the forums about every single change."

Comment by Kanariya

on 2012-01-10T14:50:22-06:00

Fire got a slight nerf because its dps was ridiculously high. 6% nerf on two spells is not going to put you back to what you were at before. Holy Radiance mana increase is also warranted.

Comment by aelrath

on 2012-01-10T14:50:25-06:00

fire mage nerf sucks, looks small but affects ignite and combustion, nerfed the entire spec.....still not quite enough to switch back to arcane

and took them long enough to nerf pally HR

Comment by CrimsonTemplar

on 2012-01-10T14:53:15-06:00

As a Holy Pally I was not surprised by the Holy Radiance change. It will definitely reduce my casting of it in some encounters, but I'm glad it's a mana cost increase rather than a reduction in the spell's potency.

Comment by Interest

on 2012-01-10T15:27:56-06:00

Why would they nerf fire mages after buffing them? I could finally get some good dps and now they nerf it? Bull%^&*.

Probably because they got overbuffed?

Comment by seska588

on 2012-01-10T15:49:40-06:00

Wowhead team should probably look at some of those NPC/uncategorized, as those are some pretty substantial nerfs to the Dragon Soul encounter.

Pallies: HR became ridiculously overpowered. You should have anticipated the nerf, and dried your tears already.

You coulda just written : i don't play a holy paladin and i'm butthurt instead of trying to hide it. because if you knew anything about the class, you'd know that the mana cost is already high enough as it is, the only logical nerf they coulda brought was on the healing done. we already go oom as it is if we use that spell just a tad too much.

Comment by Hashupa

on 2012-01-10T18:17:57-06:00

Kind of confused about the Black Arrow change... But I welcome the Lock and Load change warmly. No more inadvertently using up the proc with an untimely Arcane Shot!

Comment by Nathanyal

on 2012-01-10T18:50:07-06:00

Kind of confused about the Black Arrow change... But I welcome the Lock and Load change warmly. No more inadvertently using up the proc with an untimely Arcane Shot!

Before it would tick every 3 seconds for 15 seconds, meaning it ticks 5 times. Now it will tick every 2 seconds for 20 seconds, meaning 10 ticks (the same as Explosive Trap). With each tick you have a chance at a LnL proc, so now you're getting double the chance for BA to proc LnL. But it still does the same damage over the duration its up.

Now, for single targets you will use BA and use Explosive Trap for multiple enemies.

Comment by Grimstain92

on 2012-01-10T22:45:25-06:00

hmm Blizz is on the path of NERF again ..... just can't whait to se how they will nerf my warrior this time xD

Comment by Recom

on 2012-01-11T06:56:27-06:00

Essence of Dreams: Imbues one target with the power of dreams. Direct. Healing done is duplicated and distributed evenly amongst all friendly targets within 50 yards.

IMO this is the biggest change in 4.3.2 so far, a bit of testing is required before any conclusion but if the wording is correct it will affect all hots/ground spells making Essence of Dreams a lot more powerful than it was !

Comment by RonaldRaygun

on 2012-01-11T13:33:29-06:00

Why would they nerf fire mages after buffing them? I could finally get some good dps and now they nerf it? Bull%^&*.

Probably because they got overbuffed?

Not really. The thing with fire is it's insanely RNG'y. Yes, they dominate the lists on many fights on sites like World of Logs, but you gotta keep in mind that those are the Top10 parses out of thousands, and of course there's gonna be a couple of parses where stars aligned and the mage did insane damage.

On average though, fire mages, while very strong, didn't need a nerf if you ask me. What they need is making the spec a bit less RNG'y. Blizzard has said that they want Fire to be RNG'y, and that's fine, but the difference between highs and lows are greater than what's reasonable imo.

Comment by Interest

on 2012-01-11T17:45:32-06:00

The thing with fire is it's insanely RNG'y.

It's not quite as much the case as before.

Comment by Dogey

on 2012-01-12T18:45:25-06:00

not like 4.3.2 druid don't have news ! :(

Comment by Maelleous

on 2012-01-13T05:21:23-06:00

From what I have seen, these Mage nerds didn't lower their dps during fights by a whole lot... So I think they will be fine.

Comment by RonaldRaygun

on 2012-01-14T11:57:46-06:00

The thing with fire is it's insanely RNG'y.

It's not quite as much the case as before.

Fire RNG is completely unchanged. What the buffs did was raising the overall DPS, so that even if RNG didnt go your way you still did decent DPS.

The consequence of this of course being that if RNG does go your way, DPS is staggering.

Comment by Interest

on 2012-01-14T12:26:07-06:00

The thing with fire is it's insanely RNG'y.

It's not quite as much the case as before.

Fire RNG is completely unchanged. What the buffs did was raising the overall DPS, so that even if RNG didnt go your way you still did decent DPS.

The consequence of this of course being that if RNG does go your way, DPS is staggering.

What did change though was the fact Fire Mages gain crit with every tier.